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make car spawn pattern yourself
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there is not enough space
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aracın geçmesi için gerekli boşlukları oluştur
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polish
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araçları yatay değil dikey diz
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The way the vehicles are formed is wrong. Let the vehicles be formed as follows: "3 on the left, 2 on the right, 2 vehicle gaps, then 2 more on another diagram, 4 vehicles on the right, then 1 vehicle gap, then 4 vehicles on the left." Mix these diagrams as an example and do it.
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Let there be a little more space
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It's close to what I wanted but it's still not perfect. For example, I made a move to the left but there is a vehicle on the left, so the vehicles should be formed accordingly.
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There should be a gap of at least 3 and at most 7 vehicles vertically between the vehicles.
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Let there be more vertical space between cars
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There should be wider spaces between some cars and narrower spaces between others, but the player should be able to fit in them
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Please fix the bug: 'Uncaught TypeError: tween.add is not a function' in or related to this line: 'tween.add(effect, {' Line Number: 174
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Tamam efekt ekleme arkasına
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Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(effect, {' Line Number: 174
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Please fix the bug: 'Uncaught TypeError: tween.create is not a function' in or related to this line: 'tween.create(effect, {' Line Number: 174
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Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(effect, {' Line Number: 174
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There should be wider spaces between some cars and narrower spaces between others, but the player should be able to fit in them and an effect should be created behind them when they make a leap.
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In order for the player to make a better leap, there should be no vehicles where he jumps, adjust the formation of the vehicles accordingly.
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When you press right, move to the right quickly. When you press left, move to the left quickly.
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There should be more space between the vehicles so that the player can be in between them and the player should not stand in the middle but either to the right or to the left
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Let the players not go forward, let the vehicles come back
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Car goes of the screen fix this bug
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Make cars bigger they need to fit the road
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Car goes of the screen and the enemy cars so far aday
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Please fix the bug: 'TypeError: LK.isPressed is not a function' in or related to this line: 'if (game.leftPressed && playerCar.x > 512) {' Line Number: 74
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { level: 1, bestTime: 0 }); /**** * Classes ****/ var Car = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Player car does not move forward automatically anymore // Only horizontal movement is allowed, so no change to self.y here if (self.x < 0) { self.x = 2048; } else if (self.x > 2048) { self.x = 0; } }; return self; }); var EnemyCar = Container.expand(function () { var self = Container.call(this); var enemyCarGraphics = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Enemy cars move down the screen (already correct) self.y += self.speed; if (self.x < 0) { self.x = 2048; } else if (self.x > 2048) { self.x = 0; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var road = LK.getAsset('road', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(road); var playerCar = game.addChild(new Car()); // Place player in left or right lane randomly, not center playerCar.x = Math.random() > 0.5 ? 512 : 1536; // 512 = left lane, 1536 = right lane playerCar.y = 2300; // Start near the bottom, adjusted for bigger car var enemyCars = []; function spawnEnemyCar() { // Define diagrams as arrays of car positions (in lane indices: 0=leftmost, 1, 2, 3=rightmost) // Lanes: [256, 512, 1024, 1536, 1792] (5 lanes, evenly spaced) var laneXs = [256, 512, 1024, 1536, 1792]; // Diagrams: each is an object {cars: [array of lane indices], gap: number of car heights} var diagrams = [{ cars: [0, 1, 2], gap: 2 }, // 3 on the left { cars: [3, 4], gap: 2 }, // 2 on the right { cars: [1, 2], gap: 2 }, // 2 in the middle { cars: [1, 2, 3, 4], gap: 1 }, // 4 on the right { cars: [0, 1, 2, 3], gap: 1 } // 4 on the left ]; // Keep track of which diagram to use next if (typeof spawnEnemyCar.diagramIndex === "undefined") { spawnEnemyCar.diagramIndex = 0; } // Randomize diagrams order every cycle for variety if (typeof spawnEnemyCar.diagramOrder === "undefined" || spawnEnemyCar.diagramOrder.length === 0) { // Shuffle diagrams var order = []; for (var i = 0; i < diagrams.length; i++) order.push(i); // Fisher-Yates shuffle for (var i = order.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = order[i]; order[i] = order[j]; order[j] = temp; } spawnEnemyCar.diagramOrder = order; spawnEnemyCar.diagramIndex = 0; } var diagramIdx = spawnEnemyCar.diagramOrder[spawnEnemyCar.diagramIndex]; var diagram = diagrams[diagramIdx]; spawnEnemyCar.diagramIndex++; if (spawnEnemyCar.diagramIndex >= spawnEnemyCar.diagramOrder.length) { spawnEnemyCar.diagramOrder = []; } // Car height for vertical gap var carHeight = 660; // Find the highest Y of any existing enemy car, or use -330 if none var topY = -330; for (var i = 0; i < enemyCars.length; i++) { if (enemyCars[i].y < topY) { topY = enemyCars[i].y; } } // Place new diagram below the last one, with the specified gap var spawnY = topY - diagram.gap * carHeight; // Spawn cars in the specified lanes, but arrange vertically instead of horizontally // All cars in the diagram are placed in the same lane, but at different vertical positions // We'll use the first lane in diagram.cars as the X position, and stack cars vertically if (diagram.cars.length > 0) { var laneIdx = diagram.cars[0]; for (var i = 0; i < diagram.cars.length; i++) { var enemyCar = new EnemyCar(); enemyCar.x = laneXs[laneIdx]; enemyCar.y = spawnY + i * carHeight; // Stack vertically enemyCars.push(enemyCar); game.addChild(enemyCar); } } } game.update = function () { // No gradual movement needed; handled instantly in game.down // Only update playerCar for horizontal movement, not forward movement playerCar.update(); for (var i = enemyCars.length - 1; i >= 0; i--) { var enemyCar = enemyCars[i]; enemyCar.update(); if (enemyCar.y > 2832) { // If the enemy car goes off the screen enemyCar.destroy(); enemyCars.splice(i, 1); } if (playerCar.intersects(enemyCar)) { LK.showGameOver(); } } if (LK.ticks % 120 == 0) { // Spawn new enemy cars every 2 seconds to keep more space between them spawnEnemyCar(); } }; var inputState = { leftPressed: false, rightPressed: false }; game.down = function (x, y, obj) { if (x < 1024) { inputState.leftPressed = true; playerCar.x = 512; // Instantly move to left lane inputState.rightPressed = false; } else { inputState.rightPressed = true; playerCar.x = 1536; // Instantly move to right lane inputState.leftPressed = false; } }; game.up = function (x, y, obj) { inputState.leftPressed = false; inputState.rightPressed = false; };
===================================================================
--- original.js
+++ change.js
@@ -134,16 +134,20 @@
}
}
// Place new diagram below the last one, with the specified gap
var spawnY = topY - diagram.gap * carHeight;
- // Spawn cars in the specified lanes
- for (var i = 0; i < diagram.cars.length; i++) {
- var laneIdx = diagram.cars[i];
- var enemyCar = new EnemyCar();
- enemyCar.x = laneXs[laneIdx];
- enemyCar.y = spawnY;
- enemyCars.push(enemyCar);
- game.addChild(enemyCar);
+ // Spawn cars in the specified lanes, but arrange vertically instead of horizontally
+ // All cars in the diagram are placed in the same lane, but at different vertical positions
+ // We'll use the first lane in diagram.cars as the X position, and stack cars vertically
+ if (diagram.cars.length > 0) {
+ var laneIdx = diagram.cars[0];
+ for (var i = 0; i < diagram.cars.length; i++) {
+ var enemyCar = new EnemyCar();
+ enemyCar.x = laneXs[laneIdx];
+ enemyCar.y = spawnY + i * carHeight; // Stack vertically
+ enemyCars.push(enemyCar);
+ game.addChild(enemyCar);
+ }
}
}
game.update = function () {
// No gradual movement needed; handled instantly in game.down